dhewm3/neo/renderer/draw_arb.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

529 lines
16 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/VertexCache.h"
#include "renderer/tr_local.h"
/*
with standard calls, we can't do bump mapping or vertex colors with
shader colors
2 texture units:
falloff
--
light cube
bump
--
light projection
diffuse
3 texture units:
light cube
bump
--
falloff
light projection
diffuse
5 texture units:
light cube
bump
falloff
light projection
diffuse
*/
/*
==================
RB_ARB_DrawInteraction
backEnd.vLight
backEnd.depthFunc must be equal for alpha tested surfaces to work right,
it is set to lessThan for blended transparent surfaces
==================
*/
static void RB_ARB_DrawInteraction( const drawInteraction_t *din ) {
//const drawSurf_t *surf = din->surf;
const srfTriangles_t *tri = din->surf->geo;
// set the vertex arrays, which may not all be enabled on a given pass
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
GL_SelectTexture( 0 );
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
//-----------------------------------------------------
//
// bump / falloff
//
//-----------------------------------------------------
// render light falloff * bumpmap lighting
//
// draw light falloff to the alpha channel
//
GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
qglColor3f( 1, 1, 1 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
qglTexCoord2f( 0, 0.5 );
// ATI R100 can't do partial texgens
#define NO_MIXED_TEXGEN
#ifdef NO_MIXED_TEXGEN
idVec4 plane;
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 0.5;
qglEnable( GL_TEXTURE_GEN_T );
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 1;
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
#endif
din->lightFalloffImage->Bind();
// draw it
RB_DrawElementsWithCounters( tri );
qglDisable( GL_TEXTURE_GEN_S );
#ifdef NO_MIXED_TEXGEN
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
#endif
#if 0
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK
| backEnd.depthFunc );
// the texccords are the non-normalized vector towards the light origin
GL_SelectTexture( 0 );
globalImages->normalCubeMapImage->Bind();
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
// draw it
RB_DrawElementsWithCounters( tri );
return;
#endif
// we can't do bump mapping with standard calls, so skip it
if ( glConfig.envDot3Available && glConfig.cubeMapAvailable ) {
//
// draw the bump map result onto the alpha channel
//
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
| backEnd.depthFunc );
// texture 0 will be the per-surface bump map
GL_SelectTexture( 0 );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
// FIXME: matrix work! RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
din->bumpImage->Bind();
// texture 1 is the normalization cube map
// the texccords are the non-normalized vector towards the light origin
GL_SelectTexture( 1 );
if ( din->ambientLight ) {
globalImages->ambientNormalMap->Bind(); // fixed value
} else {
globalImages->normalCubeMapImage->Bind();
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
// I just want alpha = Dot( texture0, texture1 )
GL_TexEnv( GL_COMBINE_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
// draw it
RB_DrawElementsWithCounters( tri );
GL_TexEnv( GL_MODULATE );
globalImages->BindNull();
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
GL_SelectTexture( 0 );
// RB_FinishStageTexture( &surfaceStage->texture, surf );
}
//-----------------------------------------------------
//
// projected light / surface color for diffuse maps
//
//-----------------------------------------------------
// don't trash alpha
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
| backEnd.depthFunc );
// texture 0 will get the surface color texture
GL_SelectTexture( 0 );
// select the vertex color source
if ( din->vertexColor == SVC_IGNORE ) {
qglColor4fv( din->diffuseColor.ToFloatPtr() );
} else {
// FIXME: does this not get diffuseColor blended in?
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
qglEnableClientState( GL_COLOR_ARRAY );
if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
GL_TexEnv( GL_COMBINE_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
}
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
// FIXME: does this not get the texture matrix?
// RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
din->diffuseImage->Bind();
// texture 1 will get the light projected texture
GL_SelectTexture( 1 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );
din->lightImage->Bind();
// draw it
RB_DrawElementsWithCounters( tri );
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
globalImages->BindNull();
GL_SelectTexture( 0 );
if ( din->vertexColor != SVC_IGNORE ) {
qglDisableClientState( GL_COLOR_ARRAY );
GL_TexEnv( GL_MODULATE );
}
// RB_FinishStageTexture( &surfaceStage->texture, surf );
}
/*
==================
RB_ARB_DrawThreeTextureInteraction
Used by radeon R100 and Intel graphics parts
backEnd.vLight
backEnd.depthFunc must be equal for alpha tested surfaces to work right,
it is set to lessThan for blended transparent surfaces
==================
*/
static void RB_ARB_DrawThreeTextureInteraction( const drawInteraction_t *din ) {
//const drawSurf_t *surf = din->surf;
const srfTriangles_t *tri = din->surf->geo;
// set the vertex arrays, which may not all be enabled on a given pass
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
GL_SelectTexture( 0 );
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
qglColor3f( 1, 1, 1 );
//
// bump map dot cubeMap into the alpha channel
//
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
| backEnd.depthFunc );
// texture 0 will be the per-surface bump map
GL_SelectTexture( 0 );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
// FIXME: matrix work! RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
din->bumpImage->Bind();
// texture 1 is the normalization cube map
// the texccords are the non-normalized vector towards the light origin
GL_SelectTexture( 1 );
if ( din->ambientLight ) {
globalImages->ambientNormalMap->Bind(); // fixed value
} else {
globalImages->normalCubeMapImage->Bind();
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
// I just want alpha = Dot( texture0, texture1 )
GL_TexEnv( GL_COMBINE_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
// draw it
RB_DrawElementsWithCounters( tri );
GL_TexEnv( GL_MODULATE );
globalImages->BindNull();
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
GL_SelectTexture( 0 );
// RB_FinishStageTexture( &surfaceStage->texture, surf );
//-----------------------------------------------------
//
// light falloff / projected light / surface color for diffuse maps
//
//-----------------------------------------------------
// multiply result by alpha, but don't trash alpha
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
| backEnd.depthFunc );
// texture 0 will get the surface color texture
GL_SelectTexture( 0 );
// select the vertex color source
if ( din->vertexColor == SVC_IGNORE ) {
qglColor4fv( din->diffuseColor.ToFloatPtr() );
} else {
// FIXME: does this not get diffuseColor blended in?
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
qglEnableClientState( GL_COLOR_ARRAY );
if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
GL_TexEnv( GL_COMBINE_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
}
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
// FIXME: does this not get the texture matrix?
// RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
din->diffuseImage->Bind();
// texture 1 will get the light projected texture
GL_SelectTexture( 1 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );
din->lightImage->Bind();
// texture 2 will get the light falloff texture
GL_SelectTexture( 2 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
idVec4 plane;
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 0.5;
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 1;
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
din->lightFalloffImage->Bind();
// draw it
RB_DrawElementsWithCounters( tri );
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
globalImages->BindNull();
GL_SelectTexture( 1 );
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
globalImages->BindNull();
GL_SelectTexture( 0 );
if ( din->vertexColor != SVC_IGNORE ) {
qglDisableClientState( GL_COLOR_ARRAY );
GL_TexEnv( GL_MODULATE );
}
// RB_FinishStageTexture( &surfaceStage->texture, surf );
}
/*
==================
RB_CreateDrawInteractions
==================
*/
static void RB_CreateDrawInteractions( const drawSurf_t *surf ) {
if ( !surf ) {
return;
}
// force a space calculation
backEnd.currentSpace = NULL;
if ( r_useTripleTextureARB.GetBool() && glConfig.maxTextureUnits >= 3 ) {
for ( ; surf ; surf = surf->nextOnLight ) {
// break it up into multiple primitive draw interactions if necessary
RB_CreateSingleDrawInteractions( surf, RB_ARB_DrawThreeTextureInteraction );
}
} else {
for ( ; surf ; surf = surf->nextOnLight ) {
// break it up into multiple primitive draw interactions if necessary
RB_CreateSingleDrawInteractions( surf, RB_ARB_DrawInteraction );
}
}
}
/*
==================
RB_RenderViewLight
==================
*/
static void RB_RenderViewLight( viewLight_t *vLight ) {
backEnd.vLight = vLight;
// do fogging later
if ( vLight->lightShader->IsFogLight() ) {
return;
}
if ( vLight->lightShader->IsBlendLight() ) {
return;
}
RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
// clear the stencil buffer if needed
if ( vLight->globalShadows || vLight->localShadows ) {
backEnd.currentScissor = vLight->scissorRect;
if ( r_useScissor.GetBool() ) {
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
}
qglClear( GL_STENCIL_BUFFER_BIT );
} else {
// no shadows, so no need to read or write the stencil buffer
// we might in theory want to use GL_ALWAYS instead of disabling
// completely, to satisfy the invarience rules
qglStencilFunc( GL_ALWAYS, 128, 255 );
}
backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
RB_StencilShadowPass( vLight->globalShadows );
RB_CreateDrawInteractions( vLight->localInteractions );
RB_StencilShadowPass( vLight->localShadows );
RB_CreateDrawInteractions( vLight->globalInteractions );
if ( r_skipTranslucent.GetBool() ) {
return;
}
// disable stencil testing for translucent interactions, because
// the shadow isn't calculated at their point, and the shadow
// behind them may be depth fighting with a back side, so there
// isn't any reasonable thing to do
qglStencilFunc( GL_ALWAYS, 128, 255 );
backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
RB_CreateDrawInteractions( vLight->translucentInteractions );
}
/*
==================
RB_ARB_DrawInteractions
==================
*/
void RB_ARB_DrawInteractions( void ) {
qglEnable( GL_STENCIL_TEST );
for ( viewLight_t *vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
RB_RenderViewLight( vLight );
}
}